China Video Game Usage Crackdown

China Video Game Usage Crackdown

Assessment

Interactive Video

Business, Information Technology (IT), Architecture

University

Hard

Created by

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The video discusses the feasibility of imposing screen time limits on children, referencing China's past regulations on gaming. It explores the balance between user responsibility and game maker accountability, with insights from the CEO of Razer. The discussion covers the potential impact on the gaming market, economic growth, and cultural protectionism in China. The video also addresses the challenges of enforcing regulations and the potential for market expansion despite restrictions.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one of the methods discussed to make games less addictive?

Increasing game difficulty

Reducing in-game rewards

Implementing age-based restrictions

Limiting game graphics

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

According to the CEO of Razer, what is a key factor in the continued growth of the Chinese gaming market?

Increased advertising

Government subsidies

High engagement with gamers

Decreasing competition

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What percentage of entertainment spending is currently attributed to video gaming in China?

12.1%

10.5%

14.3%

16.7%

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What historical policy is mentioned as a comparison to current gaming regulations?

The one-child policy

The Open Door Policy

The Cultural Revolution

The Great Leap Forward

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What challenge is mentioned regarding the enforcement of gaming regulations on the younger generation?

Insufficient government support

Youth finding ways to bypass regulations

Resistance from parents

Lack of technology